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author | bunnei <bunneidev@gmail.com> | 2018-03-25 04:38:08 +0200 |
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committer | bunnei <bunneidev@gmail.com> | 2018-03-27 03:16:59 +0200 |
commit | 0a5832798a0ce33a84e74a6f9aedc90278cb05ac (patch) | |
tree | 63a52e43127835a6a4cc014711a9a8e14740879c /src/video_core/renderer_opengl/gl_shader_util.cpp | |
parent | renderer_opengl: Remove framebuffer RasterizerFlushVirtualRegion hack. (diff) | |
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Diffstat (limited to 'src/video_core/renderer_opengl/gl_shader_util.cpp')
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_util.cpp | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_util.cpp b/src/video_core/renderer_opengl/gl_shader_util.cpp index a3ba16761..a6c6204d5 100644 --- a/src/video_core/renderer_opengl/gl_shader_util.cpp +++ b/src/video_core/renderer_opengl/gl_shader_util.cpp @@ -38,8 +38,8 @@ GLuint LoadProgram(const char* vertex_shader, const char* geometry_shader, if (result == GL_TRUE) { LOG_DEBUG(Render_OpenGL, "%s", &vertex_shader_error[0]); } else { - LOG_ERROR(Render_OpenGL, "Error compiling vertex shader:\n%s", - &vertex_shader_error[0]); + LOG_CRITICAL(Render_OpenGL, "Error compiling vertex shader:\n%s", + &vertex_shader_error[0]); } } } @@ -62,8 +62,8 @@ GLuint LoadProgram(const char* vertex_shader, const char* geometry_shader, if (result == GL_TRUE) { LOG_DEBUG(Render_OpenGL, "%s", &geometry_shader_error[0]); } else { - LOG_ERROR(Render_OpenGL, "Error compiling geometry shader:\n%s", - &geometry_shader_error[0]); + LOG_CRITICAL(Render_OpenGL, "Error compiling geometry shader:\n%s", + &geometry_shader_error[0]); } } } @@ -86,8 +86,8 @@ GLuint LoadProgram(const char* vertex_shader, const char* geometry_shader, if (result == GL_TRUE) { LOG_DEBUG(Render_OpenGL, "%s", &fragment_shader_error[0]); } else { - LOG_ERROR(Render_OpenGL, "Error compiling fragment shader:\n%s", - &fragment_shader_error[0]); + LOG_CRITICAL(Render_OpenGL, "Error compiling fragment shader:\n%s", + &fragment_shader_error[0]); } } } @@ -128,20 +128,20 @@ GLuint LoadProgram(const char* vertex_shader, const char* geometry_shader, if (result == GL_TRUE) { LOG_DEBUG(Render_OpenGL, "%s", &program_error[0]); } else { - LOG_ERROR(Render_OpenGL, "Error linking shader:\n%s", &program_error[0]); + LOG_CRITICAL(Render_OpenGL, "Error linking shader:\n%s", &program_error[0]); } } // If the program linking failed at least one of the shaders was probably bad if (result == GL_FALSE) { if (vertex_shader) { - LOG_ERROR(Render_OpenGL, "Vertex shader:\n%s", vertex_shader); + LOG_CRITICAL(Render_OpenGL, "Vertex shader:\n%s", vertex_shader); } if (geometry_shader) { - LOG_ERROR(Render_OpenGL, "Geometry shader:\n%s", geometry_shader); + LOG_CRITICAL(Render_OpenGL, "Geometry shader:\n%s", geometry_shader); } if (fragment_shader) { - LOG_ERROR(Render_OpenGL, "Fragment shader:\n%s", fragment_shader); + LOG_CRITICAL(Render_OpenGL, "Fragment shader:\n%s", fragment_shader); } } ASSERT_MSG(result == GL_TRUE, "Shader not linked"); |